aiiadict@gmail.com wrote:
David Schmenk wrote:Here for your enjoyment is a technology preview/demonstration of a raycasting and rendering algorithm I have developed as part of my Apple II 30th birthday-retro-game-just-because-I-can thing.would be cool if you could add a couple of lines to the beginning of your code, and make textures/maps relocatable... IE load them wherever you want (not in GR screen, your demo code, etc)... then I could choose somewhere besides $2000 for maps, and still use the HGR screen for the editor.. no disk accesses to reload the map after HGR access would speed it up. Rich
Look at the demo loader program. There is a pointer to the map level at $300, along with the map width in bytes at $302. The texture map base pointer is at $306. Heck, from the source:
; ; GLOBAL PARAMETERS ; MAPLVL = $0300 ;POINTER TO MAP LEVEL MAPSTRD = $0302 ;MAP WIDTH IN BYTES RETCODE = $0303 ;RETURN CODE 0=EXIT FF=ESC TEXBASE = $0306 ;BASE ADDRESS FOR TEXTURES PLAYERX = $0308 ;X COORD OF PLAYER 8.8 FIX PT PLAYERY = $030A ;Y COORD OF PLAYER 8.8 FIX PT PLAYERA = $030C ;VIEW ANGLE OF PLAYER 0..255You can set theses values to locate the maps and player position wherever you like. The code is currently assembled for $6000 so that needs to stay.
Dave..